The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end.

The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.

Detailed arena mechanics:

At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.

At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.

All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.

For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.

In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).

For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.

Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction.

For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.

The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command.

Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.

For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.

However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal.

For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.

If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones.

Note: A pokemon under the effects of Ingrain cannot run at all.

Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Type: Steel/FlyingSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armor (DW UNLOCKED): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Ratcliffe the Empoleon(Move your mouse to reveal the content)Ratcliffe the Empoleon (open)Ratcliffe the Empoleon (close)

Empoleon [Ratcliffe] (M)Nature: Brave (+Attack, -Speed)

Type: Water/SteelWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (DW UNLOCKED): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Type: Dragon/FlyingDragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW UNLOCKED): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

The battle gets off to a fierce start, with both contenders sending out some hard hitters, Dogfish' Electivire bursting out of its ball at the 50 ft mark and Objection's Dragonite appearing just in front at 15.3 metres.
Electivire doesn't muck around and immediately strikes Dragonite, targeting its greatest weakness with a powerful Ice Punch. Fortunately for the Queen of Hearts, her multiscale absorbs much of the damage and her vast bulk prevents her being knocked back more than two foot. Rather than striking back she decides to get the speed game in her favour, increasing Agility to outspeed the Short Fused Electivire.
Dragonite then puts up a barrier to Safeguard her from further harm, but finds herself still suceptible to an unusual kind of Torment from her opponent.
Enraged, the dragon takes the offensive, tapping into ancient powers to create a swirling mass of mighty draconic energy which she launches forth in the form of the legendary Draco Meteor!
...and misses completely. Indeed it seems only seconds earlier Electivire had prepared himself for the attack by Teleporting slighty to the side, and also a foot forward.
The momentum of the treadmill then carries him, and Dragonite, a further foot, putting them just 3 feet away from their initial starting points.

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Having had their quota of exercise for the day, the battlers are withdrawn and out come Archeops and Skarmory, the two birds eager to show which lies on the superior end of the evolutionary timeline - or at least the treadmill.
Archeops follows in his teammates footsteps and quickly gets in the first blow, Smacking the steel bird Down. However as Shan Yu falls it manages to manipulate its Tailwind to increase its speed, not unlike his predecessor.
The repeat of history end there however. Rather than use his newfround speed to gain the advantage, Skarmory begins preparing a devastating attack. This however gives Archeops the chance to hit first, and does so by unleashing a powerful Earthquake upon the now grounded Skarmory. Knocked back notably, Skarmory is forced to run a little before hitting his opponent but the Tailwind allows him to do so easily and the Sky Attack, while not very effective still sends Archeops reeling.
But perhaps too far? Indeed it seems the blow knocked Archeops out of range for Skarmory's steel winged attack, and he only manages to run forth before being sent back by a second Earthquake.

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Moderator

Apparently dissatisfied with the flying mons' efforts both trainers recall their Pokemon and send out the old ones!
Dragonite goes first, still riding on Skarmory's tailwind, and sets up a Reflective Screen. This lessens the blow of the incoming Ice Punch considerably, though it still does decent damage.
Dragonite then unleashes a power and Expertly applied Earthquake. Electivire attempts to Counter the blow, but by the time he gets in range he finds that he has already run as far as he can* and has run out of time to execute the attack. JUST KIDDING IT WORKS FINE LOL Worse still, a powerful Draco Meteor undoes almost all of his hard work. Rather than try running up again, however, Electivire simply settles for something longer ranged and shocks Dragonite with a Thunderbolt.
Then the treadmill kicks in...

*Yeah, Electivire does get within range, but only after running the full distance that he can. I wasn't sure if that counted, but in the end I decided that the failure to attack made more sense.

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On Ice Punch: You're right! I must have done 1.5 instead of 2.25, oops.

On Counter: In game it is a contact move, and I can't find any evidence to the contrary in ASB. I asked on IRC, I got one response from IAR which was that it is a contact move. I'm keeping the reffing on that point as is, if you want it overturned you'll need harder evidence than chats from the early days.

Yeah, I actually said in the arena description that if a target is out of range, the mon runs forward and if its target is in range at any point, then it stops running and uses the move, with an energy cost increase.

Well this is why I was unsure. Electivire is able to run 10ft, which puts him exactly in range. From the arena description:
" If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first."
Whichever comes first; it had to run as far as it could BEFORE it was in range, and that was how I decided to ref. But if you both agree that it should work in this instance, I'll fix it; I was going to ask about this before reffing but neither of you were on irc at the time...
But if counter is now going to be successful: how do i ref knockback for it? it doesnt have bap...